It is intuitive to complete each level. Levels were gradually more difficult. Scene visuals are clear. I avoided reading the in-game text as it's too small. Good to add animate motion to the victims to identify a point of interest contrast to the obstacles. Level restart as a fade to black reads well enough to convay fail & restart. I felt the boss projectiles were difficult to predict & avoid, until I found strafing made it easier to anticipate. I think teaching the player an easy version of avoiding a projectile would help prepare for the boss.